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  • Anti-Climax Boss: The Mech is both narratively and mechanically disappointing. Not only does it feel unsatisfying to kill because you immediately get an A Winner Is You ending after it, but it's also got a multitude of slow and very predictable attacks which take almost no effort to dodge despite them being Bullet Hell attacks. The only way it'll really prove a challenge after you've gotten a few runs under your belt is if you're at dangerously low health.
  • Awesome Music: The game features a huge bevy of killer synthwave and techno tracks which you can organize into your own unique playlist, and all of them are a great listen. One especially good one is "Multitasker" by Nightcrawler, which sports these hilarious lyrics:
  • Breather Level:
    • The Prison is primarily filled with melee-based enemies, meaning it's a lot less chaotic than stages with a lot of bullets flying everywhere and area-denial enemies blocking you from moving. The gang boss of the stage, King, is also pretty easy and you can actually avoid drawing his aggro if you're careful in order to take out all the goons in his arena first, making him a lot less tough.
    • Japantown, aside from a few enemies, also isn't really that tough because of how open the levels are and how inaccurately the ranged enemies shoot. Plus, the Yōkai can be aggroed one at a time to avoid them ganging up on you, unlike Bucket and Spade, the previous level's bosses.
  • Demonic Spiders:
    • Fanboys in the Suburbs are very irritating because they're the only enemies in the game to possess a truly hitscan weapon that requires a specific form of dodging it beyond moving out of the way. In order to avoid the locking on of their attack, you have to either get behind cover or move parallel to the beam, and if you forget or aren't paying attention they can zap you for 6 damage from across the level.
    • Sawbots in the Construction Site charge straight at you in the hopes of putting you in range of their "Instant Death" Radius, and they can kill you quick if you don't notice one getting close to you. Worst of all, combat in the Construction Site is especially hectic, meaning it's easy to get accidentally backed into a cluster of Sawbots or a corner where you can't escape from them.
    • Industrial Robots in the Factory are an area-denial nightmare, firing persistent lasers that prevent you from moving in certain directions at certain times. They also take a fair bit of direct fire to kill, making them hard to dispatch quickly despite being completely stationary enemies.
    • Hockeys in the Ruins are garden-variety if slightly tougher melee Mooks, except they can lunge at you from a distance and stun you, making them much more dangerous than an average one. Forgetting this crucial fact and getting too close to them is an easy way to find yourself biting the farm unless you have lightning reflexes and a good gun.
    • Also from the Ruins, Pyros can take a lot of damage for a game with Rocket-Tag Gameplay, have scarily good range that makes it hard to get away from them and inflict burning, which requires Smashing Survival to dissipate. Given that this is all happening in the Ruins, it becomes that much harder to avoid them. The cherry on top is that they release a pool of fire onto the ground where they were standing when they die, which can inadvertently box you in and make you easy pickings for other enemies.
    • The Prison has Maneaters, who charge at you with an uncanny speed unlike any other enemy in the game, can stun you and can inflict up to 10 damage at a time. Not to mention they don't usually go down in one hit, so you'll have to be heavily aware of your surroundings to prevent a Maneater from getting close to you.
    • Japantown features Cyber-Ninja, who have the ability to turn invisible and sneak up on you before delivering lethal melee damage with their sword. They can punish you really badly for getting tunnel vision, especially since a lot of the other Japantown enemies are Long Range Fighters.
  • Disappointing Last Level: The final level takes place in the headquarters of a MegaCorp? Awesome! That probably means we'll be blasting our way through soulless cubicle farms, scattering paper and office equipment everywhere, right? This turns out to not be the case, with most of the level taking place in the Corp's extremely generic parking garage. Not to mention the Final Boss is just some random goon in a giant mech rather than a Corrupt Corporate Executive or something similar, which may let down some players of the game who were hoping for a more thrilling climax.
  • Friendly Fandoms: With Dead Estate, since the developers of both games regularly shout each others' games out and both games can be bought in a bundle on Steam.
  • Game-Breaker:
    • While all Slug-throwers have garnered a reputation as being this due to their high accuracy, long range and "one shot, one kill" potential, the Scoped Slug Gun in particular is considered an S-tier weapon despite only being Uncommon simply because it just barely exceeds the damage threshold needed to one or two-shot most enemies in the game while still having a decent rate of fire, making it a superb choice for quick reaction shots and for sniping enemies far out of your reach before they can even get close to you.
    • Upgraded Machine Guns and SMGs of basically any kind are unmatched in their ammo conservancy and per capita rate of fire and damage, meaning managing to grab a couple of Machine Gun upgrades early can allow you to utterly dominate a run.
    • Robot. Not only can it heal itself unlike any other character, but it has a relatively massive health pool on par with Enforcer so that it can make use of its Overclock ability, meaning if you're good enough you can chain together medkits and self heals so effortlessly that Robot becomes functionally immortal without even ever needing to Overclock out of danger. And on top of all this, it's immune to fire and radiation, meaning you have one less thing to worry about when clearing Mega City of criminals.
  • Nintendo Hard: Even though the game is only about 10 to 15 minutes long, the sheer amount of enemies in each room all firing at you at once and the Rocket-Tag Gameplay you'll have to endure means that beating it will be no easy task, especially on the Hard and Extreme difficulties.
  • Low-Tier Letdown: Cyborg. It's unfortunate for a stand-in for such an iconic character, but being a Mighty Glacier in a game where you need to be fast or you're dead means you'll be feeling the disadvantages of less speed far more often than you'll feel the perks of having more health, since you'll just get gunned down slightly slower. Plus, his Magnetic Pulse ability requires a split-second reaction and doesn't give you any time to reposition, so you can only really use it in the most desperate of circumstances. This results in an Agent that attracts bullets like a magnet but doesn't really have that many tools to avoid them, making him weaker than other choices.
  • Scrappy Weapon:
    • Particle Guns tend to get the short end of the stick and passed up in favor of other weapons, because in a game where combat requires split-second reflexes, having a weapon which both needs to be charged up first and has to ramp up while firing to start dealing maximum damage means the insane damage they can output winds up being neutered by their downsides.
    • Electro Guns are similarly rebuked because of their relatively low damage despite ostensibly being a crowd-control weapon group as well as the fact that they also need charging up without a specific upgrade, meaning a lot of unnecessary work goes toward only making them about as useful as a Machine Gun or Shotgun would be in the same situation.
  • That One Attack: Beta's Frickin' Laser Beams attack in which it shoots out four spinning lasers, forcing you to rapidly change your position to avoid taking damage. It's hard to avoid enough by itself; pair it with the ten trillion other enemies in the room and it becomes hair-tearingly frustrating to deal with.
  • That One Boss:
    • Visor, the first boss in the game, is extremely difficult right out of the gate due to his exceptionally strong mobility denial tools. With everything going on onscreen during a Mega City Force boss fight, the fact that he can shower an entire area with bullets or hit you from across the map with an upgraded Fanboy laser which does 12 damage and has disgustingly good tracking can make him infuriating on higher difficulties, especially since the Suburbs are the very first level and it's impossible at the point to really get any momentum going with upgrades and good guns(except for Mercenary). His notoriety was such that the amount of time it takes for him to move his laser was slowed in the 1.04 Patch, but he was also made to be more aggressive when using his bullet barrage attack, more or less canceling the Nerf out.
    • Bucket and Spade, the boss of the Ruins, simply because of how jam-packed the Ruins is in general. The entire boss arena is littered with cars that make it easy to get boxed in by them and other enemies, and Spade shooting out an arc of bullets every few seconds makes it very hard to maneuver, not to mention that Bucket's rocket launcher is a One-Hit Kill most of the time and it's very easy to forget about him until it's too late.
  • That One Level:
    • The Factory is a bona-fide Brutal Bonus Level. It's choked with stage hazards like movement-inhibiting and damaging toxic waste, its enemies include Industrial Robots and Security Drones constantly shooting out hard-to-dodge attacks and it's capped off with a fight with Beta, who isn't super hard but has a particularly infuriating four-directional laser barrage attack.
    • The Ruins is usually the place which will make or break a run. Either you get past it, which means it's smooth sailing to the end, or your guns and upgrades just can't cut it. The Ruins is absolutely filled to the brim with tiny chokepoints created by broken cars that can't be exploded, and almost all the enemies in the stage have attacks that make it difficult to move around, making it trivially easy to get cornered or simply overwhelmed by projectiles. Top all that off with a difficult Dual Boss that compounds the problems of the stage and you've got yourself one troublesome level.
  • They Changed It, Now It Sucks!: Some players regret the game's overall name and aesthetic change, since they believe "Mega City Force" is a more generic title and the game's old police theme helped it to stand out from other Cyberpunk Roguelikes.

Alternative Title(s): Mega City Police

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